Does Unity 5 still use a single thread for the majority of its inner-workings? From here, Unity staff, Aras states that multi-threading is limited to mesh skinning, audio, network, and some other small things, but that was in Nov 2010 (Unity 3?). Does my following program-flow control impede itself from benefiting from multi-threaded performance, if it exists?:
I have been controlling the flow of my game program manually by having a “level” script (a MonoBehaviour) that conceptually sits on top of all other scripts in that game level, and in its Update(), manually calls methods of the other scripts (not MonoBehaviours) in the order that I want. E.g., first script detects user touches and stores them, second script filters user touches to those coinciding with enemy colliders, third script evaluates touch speed to determine which enemy response to trigger, etc.
I don’t want to rely Unity’s Script Execution Order, which requires me to rely heavily on MonoBehavior, as I’m trying to learn to better architect my code, have looser class coupling, highest unit testability, etc.